I have worked out some poor code to achieve the goal of 3D Delauney triangulation(random points in E3), but the time consuming is huge, and when five points are exactly (or nearly due to the round-off error) on one sphere, my code can not handle this situation properly.
I use the basic data-structure which is a list of tetrahedrons and a list of points and a list of relationship of tetrahedrons with their neighborhood. The algorithm is incremental insertion.
Can somebody tell me which kinds of data-structures and algorithm should i prefer to? Can quad-edge data-structure be used in the situation ? When I read papers about this topic,I find that maybe this data-structure is not suitable for 3D application(strictly speaking, not suitable for 3D manifold application?I just know what is manifold yesterday, Please help me...). Is divide-conquer a better algorithm? Thanks!